Re: The Warlock - a massive rewrite [3.5 Base Class WIP]

Feats

Blended EssencePrerequisite:Eldritch blast 3d6, knowledge of two or more eldritch essencesBenefit: Three times per day you may apply two eldritch essences at once to your eldritch blast. At least one of them must be at least one grade lower than the highest grade invocation you know. You must declare the use of this feat before you use the ability.

Eldritch PenetrationPrerequisite: Eldritch blast abilityBenefit: You get a +4 bonus on caster level checks made to overcome spell resistance.

Grappling Blast
Found in Dragon 358, page 87.

Imbue RunestaffPrerequisite: Knowledge of at least one least invocationBenefit: You can use your invocations to power the spells stored within runstaffs. As a full-round action you may infuse a runestaff with one invocation you know. If you do you lose access to that invocation for 24 hours or until you have rested for 8 eight hours. Any continuing effects of the invocation immediately end, but you gain access to the spells within the runestaff. You may cast up to three spells in the runestaff equal to or lower than the equivalent spell level of the used invocation as if you had sacrificed a prepared spell.

Inexorable HeritagePrerequisite: Heritage class abilityBenefit: You are considered to be up to 2 levels higher, up to a maximum of your hit dice, for determining what Heritage abilities you have.Special: You may take this feat multiple times. Its effects stack.

An aiming weapon allows the wielder to transfer some or all of the weaponís enhancement bonus to ranged touch attacks he makes with spells, spell-like abilities, and supernatural abilities. As a free action, the wielder chooses how to allocate the weaponís enhancement bonus at the start of his turn before using the weapon, and the effect to ranged attack rolls lasts until his next turn.

Eldritch symbols are woven through this long strip of cloth, their colors shifting endlessly as the light hits them.

Each stole of arcane power is attuned to either Chaos, Evil, Good, or Law.Lesser: While wearing one, spells you cast with a matching alignment descriptor deal an additional 1d6 points of damage, if the spells deal hit point damage. If you arenít an opposing alignment, your eldritch blast deals an additional die of damage.Greater: As the lesser version, except instead it adds an extra 2d6 points of damage to your aligned spells and your eldritch blast deals an additional 2 dice of damage.